Ok, here I go again (browser crashed and I just finished ..pressed on preview)...

Ok, a new gametype..the principle is conquering land ...

In the beginning the only pieces of land both teams "have" are their own bases. When a tank of the other team is shot, the team of the tank that shot it gets an extra piece of land (this could be a parameter ..you need to shoot X players/tanks(?) of the other team to get a piece of land). The playfield is already divided in rectangles..although I see these are dissapearing... anyway visually.
It could also be that you have to shoot more players of the other (hehe) team when you get more and more pieces of land (there should be an upper limit though I think).

A paramater could also be that you need to have XX% of the pieces to win.

This is another game-style and since it's better to not force people to play this style, it's maybe better to have an extra scoring system for this if wanted or to make sure ... that the different scoring systems have equal weight in the total score ...

The score could be based on the total time it took to win from the other team, the amount of pieces land you lost, ...

There should also be an upper limit to the time maybe, then the score could be equal ...?

This is mayeb a good style for 1 vs 1 games ? Maybe an (extra) teamaspect to promote teamplay more? If you capture the flag of the others(the game could also be played withouth a flag), you can get quite some pieces of land ..this brings it closer to the current team-match-style, but now your personal score is also taken into account ... you could do this maybe also without the pieces of land, but this makes your current position towards the oponent more visible than with a score ...?

Is there any significance to gaining land, or is it basically a neat way to keep score, with no more value than counting pegs or numbers? Like, would there be special benefits to owning land such as getting alerted when an enemy walks by, or maybe previewing flags that fall on that territory, etc?

I think that grabbed land should give some benefit. This could be something like: a special power (you have a shield when in your land, so need to be hit twice within x seconds to die) or you are faster or smaller etc.

I see it much as team play. Land would be grabbed when the number of enemy tanks destroyed on a particular section is e.g. 2x+1 the time of friendly tanks that died in that same section.

What if a tank could "claim" land manually, after earning the right to do so via kill scores? The person would travel to the desired place and begin a semi-time-consuming claiming process. All opposing teams would be notified and have a chance to destroy the tank before it finishes, in which case the opportunity would be wasted. As time progresses each team will have developed certain territories. The map could show a grid layout of who owns what property.

Once a certain plot size of adjacent land is gained, your team would receive some sort of ability that is effective within that region. Examples would be teleportation from your base to that region and back, or an automated defense system to cover the boundaries, or a fort of some sort to protect you while in the region. All of these features would be useful only to friendly tanks of the team that controls the land.

It therefore would be essential for teams to not lose the land close to their base, and beneficial for them to control choke points. Land would also be impermanent, and either after a time delay or if someone of the opposite team claims the territory, your team would eventually lose it. In keeping with RedRock's original idea, the game could still end at some point if one team conquerors a certain percent of the entire available playing field. Or, as an alternative, if a team base itself is captured, that could destroy the entire team until the next game. (Bases would be especially difficult to capture)

What do you think? Am I just rambling too much about features we'll never get to see?

That'd be pretty neat, but we sort of already have that in the Rabbit mode. Hmm.. wonder if we could do that with teams - One team defends, the others try to capture their flag to become the new central team, etc.

Workaphobia wrote:The person would travel to the desired place and begin a semi-time-consuming claiming process. All opposing teams would be notified and have a chance to destroy the tank before it finishes, in which case the opportunity would be wasted. As time progresses each team will have developed certain territories. The map could show a grid layout of who owns what property.

An idea to add to this: have a hierarchy of how hard land is to take.

Unclaimed -- no one has controlBorder -- colours are right next to each other or next to unclaimedSurrounded -- no border at allBase -- kind of self-explanatory here

The idea here is that the farther down the list you go, the longer it takes to claim (and thus harder to get) that type of land.

Also, how about if a rogue team has the ability to turn controlled land into unclaimed land? Basically just shooting out your team and disrupting your conquest.

Both of those ideas fit in perfectly. I suppose the remaining question would be how would the team decide what to do with land? Who would make the call about whether to create a dynamic teleporter, a defense system, or a fort (or whatever else is added in)? One possibility would be to give that power to whoever holds the team flag. Another would be to make it random, or perhaps automatically decided based on how much land there is - Make some of those buildings better-implemented and stronger than others, and upgrade to the better ones when more adjacent land is captured.